Code viewer for World: Race the Professor
// The World I want Marked 

// World must define these:
 
const	 	CLOCKTICK 	= 100;					// speed of run - move things every n milliseconds
const		MAXSTEPS 	= 1000;					// length of a run before final score

//---- global constants: -------------------------------------------------------

const gridsize = 15;						// number of squares along side of world	   

const NOBOXES =  Math.trunc ( (gridsize * gridsize) / 10 );
		// density of maze - number of internal boxes
		// (bug) use trunc or can get a non-integer 

const squaresize = 100;					// size of square in pixels
const MAXPOS = gridsize * squaresize;		// length of one side in pixels 
	
const SKYCOLOR 	= 0xddffdd;				// a number, not a string 
const BLANKCOLOR 	= SKYCOLOR ;			// make objects this color until texture arrives (from asynchronous file read)

const show3d = true;						// Switch between 3d and 2d view (both using Three.js) 
 
const startRadiusConst	 	= MAXPOS * 0.8 ;		// distance from centre to start the camera at
const skyboxConst			= MAXPOS * 3 ;		// where to put skybox 
const maxRadiusConst 		= MAXPOS * 10  ;		// maximum distance from camera we will render things  


//--- Mind can pick one of these actions -----------------

const ACTION_LEFT 		= 0;		   
const ACTION_RIGHT 		= 1;
const ACTION_UP 		= 2;		 
const ACTION_DOWN 		= 3;
const ACTION_STAYSTILL 	= 4;

// in initial view, (smaller-larger) on i axis is aligned with (left-right)
// in initial view, (smaller-larger) on j axis is aligned with (away from you - towards you)


// contents of a grid square

const GRID_BLANK 	= 0;
const GRID_WALL 	= 1;
const GRID_MAZE 	= 2;

// --- some useful random functions  -------------------------------------------

function randomfloatAtoB ( A, B )			 
{
 return ( A + ( Math.random() * (B-A) ) );
}

function randomintAtoB ( A, B )			 
{
 return  ( Math.round ( randomfloatAtoB ( A, B ) ) );
}
  
function randomBoolean()			 
{
 if ( Math.random() < 0.5 ) { return false; }
 else { return true; }
}

//---- start of World class -------------------------------------------------------
 
function World() { 

// most of World can be private 
// regular "var" syntax means private variables:

var BOXHEIGHT;		// 3d or 2d box height 

var GRID 	= new Array(gridsize);			// can query GRID about whether squares are occupied, will in fact be initialised as a 2D array   
var WALLS 	= new Array ( 4 * gridsize );		// need to keep handles to wall and maze objects so can find them later to paint them 
var MAZE 	= new Array ( NOBOXES );
var theagent, theenemy;
var goal;
var coffee;

// enemy and agent position on squares
var ei, ej, ai, aj;
var gi, gj;
var ci, cj;

var badsteps;
var goodsteps;
var step;
var coffeeStep;

 	var self = this;						// needed for private fn to call public fn - see below  

// regular "function" syntax means private functions:

function initGrid()
{
 for (var i = 0; i < gridsize ; i++) 
 {
  GRID[i] = new Array(gridsize);		// each element is an array 

  for (var j = 0; j < gridsize ; j++) 
  {
   GRID[i][j] = GRID_BLANK ;
  }
 }
}

function occupied ( i, j )		// is this square occupied
{
 if ( ( ei == i ) && ( ej == j ) ) return true;		// variable objects 
 if ( ( ai == i ) && ( aj == j ) ) return true;

 if ( GRID[i][j] == GRID_WALL ) return true;		// fixed objects	 
 if ( GRID[i][j] == GRID_MAZE ) return true;		 
	 
 return false;
}


function translate ( x ) 
{
 return ( x - ( MAXPOS/2 ) );
}

//--- skybox ----------------------------------------------------------------------------------------------


function initSkybox() 
{
    var materialArray = [
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/infront.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/infront.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/top.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/bottom.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/infront.png" ), side: THREE.BackSide } ) ),
 	( new THREE.MeshBasicMaterial ( { map: THREE.ImageUtils.loadTexture( "/uploads/emerhennebry/infront.png" ), side: THREE.BackSide } ) ),
 	];

  var skyGeometry = new THREE.CubeGeometry ( skyboxConst, skyboxConst, skyboxConst );	
  var skyMaterial = new THREE.MeshFaceMaterial ( materialArray );
  var theskybox = new THREE.Mesh ( skyGeometry, skyMaterial );
  threeworld.scene.add( theskybox );						// We are inside a giant cube

}

function loadTextures()
{

 var loader1 = new THREE.TextureLoader();
 //loader1.load ( '/uploads/starter/door.jpg',		function ( thetexture ) {
 loader1.load ( '/uploads/emerhennebry/redbricks.jpg',		function ( thetexture ) {
		thetexture.minFilter = THREE.LinearFilter;
		paintWalls ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
	} ); 

 var loader2 = new THREE.TextureLoader();
 loader2.load ( '/uploads/emerhennebry/redbricks.jpg',		function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		paintMaze ( new THREE.MeshBasicMaterial( { map: thetexture } ) );
 	} ); 

 var loader3 = new THREE.TextureLoader();
 loader3.load ( '/uploads/emerhennebry/runningperson.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theagent.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

 var loader4 = new THREE.TextureLoader();
 loader4.load ( '/uploads/emerhennebry/professor.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		theenemy.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 
	
	 var loader5 = new THREE.TextureLoader();
 loader5.load ( '/uploads/emerhennebry/chair.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		goal.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 
	
	 var loader6 = new THREE.TextureLoader();
 loader6.load ( '/uploads/emerhennebry/starbucks.jpg',	function ( thetexture ) {			 
		thetexture.minFilter = THREE.LinearFilter;
		coffee.material =  new THREE.MeshBasicMaterial( { map: thetexture } );
	} ); 

}
// --- add fixed objects ---------------------------------------- 
   
function initLogicalWalls()		// set up logical walls in data structure, whether doing graphical run or not	
{
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( ( i==0 ) || ( i==gridsize-1 ) || ( j==0 ) || ( j==gridsize-1 ) )
   {
    	GRID[i][j] = GRID_WALL ;		 
   }
}

function initThreeWalls()		// graphical run only, set up blank boxes, painted later 	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_WALL )
   {
 	 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 	 var thecube  = new THREE.Mesh( shape );
	 thecube.material.color.setHex( BLANKCOLOR  );			  
 
    	 thecube.position.x = translate ( i * squaresize );   		// translate my simple (i,j) block-numbering coordinates to three.js (x,y,z) coordinates 
    	 thecube.position.z = translate ( j * squaresize );   	
    	 thecube.position.y = translate ( i * squaresize ); 
    	 thecube.position.y = 0;
 
 	 threeworld.scene.add(thecube);
	 WALLS[t] = thecube;				// save it for later
	 t++; 
   }
}

function paintWalls ( material )		 
{
 for ( var i = 0; i < WALLS.length; i++ )
 { 
   if ( WALLS[i] )  WALLS[i].material = material;
 }
}

function initLogicalMaze()		 
{
for ( var c=1 ; c <= NOBOXES ; c++ )
 {
  	//var i = randomintAtoB(1,gridsize-2);	// inner squares are 1 to gridsize-2
  	//var j = randomintAtoB(1,gridsize-2);
    	//GRID[i][j] = GRID_MAZE ;
    	
    	GRID[5][12] = GRID_MAZE ;
    	GRID[6][12] = GRID_MAZE ;
    	GRID[7][12] = GRID_MAZE ;
    	GRID[8][12] = GRID_MAZE ;
    	GRID[9][12] = GRID_MAZE ;

  	
    	GRID[4][3] = GRID_MAZE ;
    	GRID[5][3] = GRID_MAZE ;
    	GRID[6][3] = GRID_MAZE ;
    	GRID[7][3] = GRID_MAZE ;
    	GRID[8][3] = GRID_MAZE ;
    	GRID[9][3] = GRID_MAZE ;
    	GRID[10][3] = GRID_MAZE ;
    	GRID[11][3] = GRID_MAZE ;
    	GRID[12][3] = GRID_MAZE ;
    	
   	
    	GRID[3][5] = GRID_MAZE ;
    	GRID[3][6] = GRID_MAZE ;
    	GRID[3][7] = GRID_MAZE ;
    	GRID[3][8] = GRID_MAZE ;
    	GRID[3][9] = GRID_MAZE ;
    	GRID[3][10] = GRID_MAZE ;
    	GRID[3][11] = GRID_MAZE ;
    	GRID[3][12] = GRID_MAZE ;
    	
    	
    	GRID[12][4] = GRID_MAZE ;
    	GRID[12][5] = GRID_MAZE ;
    	GRID[12][6] = GRID_MAZE ;
    	GRID[12][7] = GRID_MAZE ;
    	GRID[12][8] = GRID_MAZE ;
    	GRID[12][9] = GRID_MAZE ;

 }
}

function initThreeMaze()		  	
{
 var t = 0;
 for (var i = 0; i < gridsize ; i++) 
  for (var j = 0; j < gridsize ; j++) 
   if ( GRID[i][j] == GRID_MAZE )
   {
   	var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
  	var thecube  = new THREE.Mesh( shape );
	thecube.material.color.setHex( BLANKCOLOR );			  

  	thecube.position.x = translate ( i * squaresize );   	
  	thecube.position.z = translate ( j * squaresize );   	
  	thecube.position.y =  0;	
 
 	threeworld.scene.add(thecube);
	MAZE[t] = thecube;		// save it for later
	t++; 
   }
}

function paintMaze ( material )		 
{
 for ( var i = 0; i < MAZE.length; i++ )
 { 
   if ( MAZE[i] )  MAZE[i].material = material;
 }
}

// --- enemy functions -----------------------------------


function drawEnemy()	// given ei, ej, draw it 
{
  var x = translate ( ei * squaresize );   	
  var z = translate ( ej * squaresize );   	
  var y =  0;	

 theenemy.position.x = x;
 theenemy.position.y = y;
 theenemy.position.z = z;
 threeworld.scene.add(theenemy);
 //threeworld.scene.add(theagent);

threeworld.follow.copy ( theenemy.position );
 //threeworld.lookat.copy ( theenemy.position );		// if camera moving, look back at where the enemy is  
}

function initLogicalEnemy()
{
// start in random location:
 var i, j;
 do
 {
  i = 1;
  j = 3;
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ei = i;
 ej = j;
}

function initThreeEnemy()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 theenemy = new THREE.Mesh( shape );
 theenemy.material.color.setHex( BLANKCOLOR  );	
 drawEnemy();		  
}

function moveLogicalEnemy()
{ 
// move towards agent 
// put some randomness in so it won't get stuck with barriers 
//I want it to move away fromn the agaent

 var i, j;
 if ( ei < (49,49) ) i = randomintAtoB(ei, ei+1); 
 if ( ei == (49,49) ) i = ei; 
 if ( ei > (49,49) ) i = randomintAtoB(ei-1, ei); 

 if ( ej < (49,49) ) j = randomintAtoB(ej, ej+1); 
 if ( ej == (49,49) ) j = ej; 
 if ( ej > (49,49) ) j = randomintAtoB(ej-1, ej);
 
 if ( ! occupied(i,j) )  	// if no obstacle then move, else just miss a turn
 {
  ei = i;
  ej = j;
 }
}

// --- agent functions -----------------------------------

function drawAgent()	// given ai, aj, draw it 
{
  var x = translate ( ai * squaresize );   	
  var z = translate ( aj * squaresize );   	
  var y =  0;	

 theagent.position.x = x;
 theagent.position.y = y;
 theagent.position.z = z;
 threeworld.scene.add(theagent);
 //threeworld.scene.add(theenemy);

threeworld.lookat.copy ( theagent.position );
 //threeworld.follow.copy ( theagent.position );		// follow vector = agent position (for camera following agent)
}


function initLogicalAgent()
{

 var i, j;
 do
 {
  i = 1;
  j = 1;
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ai = i;
 aj = j;
}

function initThreeAgent()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 theagent = new THREE.Mesh( shape );
 theagent.material.color.setHex( BLANKCOLOR );	
 drawAgent(); 		  
}


function moveLogicalAgent(a)			// this is called by the infrastructure that gets action a from the Mind 
{ 
 var i = ai;
 var j = aj;		 

      if ( a == ACTION_LEFT ) 	i--;
 else if ( a == ACTION_RIGHT ) 	i++;
 else if ( a == ACTION_UP ) 	j++;
 else if ( a == ACTION_DOWN ) 	j--;

 if ( ! occupied(i,j) ) 
 {
  ai = i;
  aj = j;
 }
}

function keyHandler(e)		
// user control 
// Note that this.takeAction(a) is constantly running at same time, redrawing the screen.
{
    if (e.keyCode == 37)  moveLogicalAgent ( ACTION_LEFT 	);
    if (e.keyCode == 38)  moveLogicalAgent ( ACTION_DOWN  	);
    if (e.keyCode == 39)  moveLogicalAgent ( ACTION_RIGHT 	);
    if (e.keyCode == 40)  moveLogicalAgent ( ACTION_UP	);
}

// --- Goal functions -----------------------------------

function drawGoal()	// given ai, aj, draw it 
{
  var x = translate ( gi * squaresize );   	
  var z = translate ( gj * squaresize );   	
  var y =  0;	

 goal.position.x = x;
 goal.position.y = y;
 goal.position.z = z;
 threeworld.scene.add(goal);
 //threeworld.scene.add(theenemy);

threeworld.lookat.copy ( goal.position );
 //threeworld.follow.copy ( theagent.position );		// follow vector = agent position (for camera following agent)
}


function initLogicalGoal()
{
// start in random location:
 var i, j;
 do
 {
  i = (1,gridsize-2);
  j = (1,gridsize-2);
 }
 while ( occupied(i,j) );  	  // search for empty square 

 gi = i;
 gj = j;
}

function initThreeGoal()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 goal = new THREE.Mesh( shape );
 goal.material.color.setHex( BLANKCOLOR );	
 drawGoal(); 		  
}



// --- Coffee functions -----------------------------------

function drawCoffee()	// given ai, aj, draw it 
{
  var x = translate ( ci * squaresize );   	
  var z = translate ( cj * squaresize );   	
  var y =  0;	

 coffee.position.x = x;
 coffee.position.y = y;
 coffee.position.z = z;
 threeworld.scene.add(coffee);
 //threeworld.scene.add(theenemy);

threeworld.lookat.copy ( coffee.position );
 //threeworld.follow.copy ( theagent.position );		// follow vector = agent position (for camera following agent)
}


function initLogicalCoffee()
{
// start in random location:
 var i, j;
 do
 {
  i = randomintAtoB(1,gridsize-2);
  j = randomintAtoB(1,gridsize-2);
 }
 while ( occupied(i,j) );  	  // search for empty square 

 ci = i;
 cj = j;
}

function initThreeCoffee()
{
 var shape    = new THREE.BoxGeometry( squaresize, BOXHEIGHT, squaresize );			 
 coffee = new THREE.Mesh( shape );
 coffee.material.color.setHex( BLANKCOLOR );	
 drawCoffee(); 		  
}




// --- score: -----------------------------------

function getCoffee()
{
 if ( (ai == ci) && (aj == cj) ) return true;
 else return false;
}

function reachedGoal()           //if enemy reaches goal
{
    return((ei == gi && ej == gj) || (ai == gi && aj == gj));
}

function updateStatusBefore(a)
// this is called before anyone has moved on this step, agent has just proposed an action
// update status to show old state and proposed move 
{
 var x = self.getState();
 var status = " Step: <b> " + step + " </b> &nbsp; x = (" + x.toString() + ") &nbsp; a = (" + a + ") "; 

 $("#user_span3").html( status );
}

function   updateStatusAfter()		// agent and enemy have moved, can calculate score
{
 // new state after both have moved
 var y = self.getState();
 var status = " &nbsp; y = (" + y.toString() + ") <BR> "; 
 $("#user_span4").html( status );

 var score = self.getScore();

 var status = "Try grab a coffee before the lecture!! " + 
            "Coffee: " + coffeeStep + 
		" &nbsp; Score: " + score.toFixed(2) + "% "; 

 $("#user_span5").html( status );
}

//--- public functions / interface / API ----------------------------------------------------------

	this.endCondition;			// If set to true, run will end. 
	
this.newRun = function() 
{
// (subtle bug) must reset variables like these inside newRun (in case do multiple runs)
  this.endCondition = false;
  step = 0;
  coffeeStep = 0;
  coffeeStatus = 0;
  agentGoal = 0;
	
 // for all runs:

 	initGrid();
	initLogicalWalls(); 
	initLogicalMaze();
	initLogicalAgent();
	initLogicalEnemy();
	initLogicalGoal();
	initLogicalCoffee();

 // for graphical runs only:

  if ( true  )
  {
	if ( show3d )
	{
	 BOXHEIGHT = squaresize;
	 threeworld.init3d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 	
	}	     
	else
	{
	 BOXHEIGHT = 1;
	 threeworld.init2d ( startRadiusConst, maxRadiusConst, SKYCOLOR  ); 		     
	}

	initSkybox();
 	initMusic();

	// Set up objects first:

	initThreeWalls(); 
	initThreeMaze();
	initThreeAgent();
	initThreeEnemy();
	initThreeGoal();
	initThreeCoffee();

	// Then paint them with textures - asynchronous load of textures from files. 
	// The texture file loads return at some unknown future time in some unknown order.
	// Because of the unknown order, it is probably best to make objects first and later paint them, rather than have the objects made when the file reads return.
	// It is safe to paint objects in random order, but might not be safe to create objects in random order. 

	loadTextures();	

	document.onkeydown = keyHandler;	 
  }

};



this.getState = function()
{
 var x = [ ai, aj, ei, ej, gi, gj, ci, cj ];
  return ( x );  
};

this.takeAction = function ( a )
{
  step++;

  if ( true  )
    updateStatusBefore(a);			// show status line before moves 

    moveLogicalAgent(a);

    moveLogicalEnemy();


if((ai == ci) && (aj == cj))
{
    coffeeStatus = 1; 
    coffeeStep = "Yes";
}
    
if((ai == gi) && (aj == gj))
    agentGoal = 1;

  if ( true  )
  {
   drawAgent();
   drawEnemy();
   drawGoal();
   drawCoffee();
   updateStatusAfter();			// show status line after moves  
  }

  if ( reachedGoal() )			// if agent blocked in, run over 
  {
	this.endCondition = true;
	goodsteps = 0;			// you score zero as far as database is concerned 			 
  	if ( true  )
  	{
	 musicPause();
	 soundAlarm();
	}
  }
};


this.endRun = function()
{
 if ( true  )
 {
  musicPause(); 
  if ( this.endCondition )
    $("#user_span6").html( " &nbsp; <font color=red> <B> Game Over </B> </font>   "  );
  else
    $("#user_span6").html( " &nbsp; <font color=red> <B> Run over. </B> </font>   "  );
 }
};

this.getScore = function()
{
 return ( ( coffeeStatus + agentGoal ) * 50 );
};



}

//---- end of World class -------------------------------------------------------


// --- music and sound effects ----------------------------------------
// credits:
// http://www.dl-sounds.com/royalty-free/defense-line/
// http://soundbible.com/1542-Air-Horn.html 



function initMusic()
{
	// put music element in one of the spans
  	var x = "<audio  id=theaudio  src=/uploads/starter/Defense.Line.mp3   autoplay loop> </audio>" ;
  	$("#user_span1").html( x );
} 
 

function musicPlay()  
{
	// jQuery does not seem to parse pause() etc. so find the element the old way:
 	document.getElementById('theaudio').play();
}


function musicPause() 
{
 	document.getElementById('theaudio').pause();
}


function soundAlarm()
{
 	var x = "<audio    src=/uploads/starter/air.horn.mp3   autoplay  > </audio>";
  	$("#user_span2").html( x );
}